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Fully Implemented Speedometers and Tachometers UI For Unreal Engine

This document summarizes a Unreal Engine plugin that provides fully implemented speedometer and tachometer user interfaces. The plugin contains 5 widget macros that can display speed and RPM readings from a vehicle movement component. To use it, add the plugin folder to the content directory and call the widget macros from a blueprint. Each macro automatically adds and removes its widget from the viewport. The document provides example code for setting up one of the widgets to display speed data from a vehicle by getting its movement component.

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Thang Nguyen
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100% found this document useful (1 vote)
46 views

Fully Implemented Speedometers and Tachometers UI For Unreal Engine

This document summarizes a Unreal Engine plugin that provides fully implemented speedometer and tachometer user interfaces. The plugin contains 5 widget macros that can display speed and RPM readings from a vehicle movement component. To use it, add the plugin folder to the content directory and call the widget macros from a blueprint. Each macro automatically adds and removes its widget from the viewport. The document provides example code for setting up one of the widgets to display speed data from a vehicle by getting its movement component.

Uploaded by

Thang Nguyen
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Fully Implemented Speedometers and Tachometers UI for

Unreal Engine
Versions Tested 4.25, 4.26, 4.27, 5.0, 5.1, 5.2, 5.3.

First you need to add the project to your content folder, like this:

With the folder added to your content folder, you can go at any blueprint and call these
macros:
This is the only event you will need to use if you don’t want to change anything on the
project.

Each of them calls the widget 1, 2, 3, 4 and 5 and adds it to the screen automatically. All the
casting, adding to viewport and removing from viewport is done inside the macro
automatically.

Now let’s call Widget 1 speedometer and set it up to work properly:

I’ll get the component class to be able to get the speed, rpm and gear variables from the
unreal default vehicle movement component:

With this variables I can use them at any of the 5 macros:


When I press 1 it will add to viewport and be shown on screen, when I press it again, it will
be removed from viewport. It’s very important to use event tick in order for the speed of the
car to be showed correctly.

For Unreal 5 you should call “Chaos Wheeled Vehicle Movement Component” on get
component by class
I am using a car that’s compatible with the Wheeled Vehicle Movement Component from
Unreal, but you could use another component, the project only needs the floats to be
updated everytime at event tick.

All the 5 widgets implementation will be like this, if you want to change the design of
something be aware that some texts are variables.

The Wheeled Vehicle Movement Component speed default is meters per second, so be
aware which conversion you will want to make.
Widget 1

The KM/H is a variable and will be changed to MPH if you choose this conversion method.
Widget 2

Widget 3
Widget 4

Widget 5

All of them have code on event graph, it’s all commented, you can check it out and make
changes as you need. But everything is working out of the box.

Remember that all the red lines are customizable, so it can match the car engine, just
change the background texture.

If you want help or a specific design that’s not included, contact me.

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